Grimoires and the Origin of the Sealed Verses (First Full Draft)

by MusketGolfer

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Grimoires and the Sorcerous Origin of the Sealed Verses

as designed by u/MusketGolfer

Grimoire Race

"You should not have turned your blades on me, foul creatures!" shouted the floating tome, tendrils of dark energy spiraling out of its pages. The snowy powder had been driving and darkening the sky for decades, drowning the city in cold silence, but this powerful voice broke the somber atmosphere for the first time in years.

The living script gathered its arcane force and quickly dispatched the shadow creatures with quick, decisive bolts of magic. "With but a single word, I, Grimoire Weiss, could shatter the very universe itself!"

-- Proclamation of the White Book, Grimoire Weiss

Grimoire Names

Grimoires are identified by the prefixed surname of 'Grimoire' followed by a color, usually coinciding with their signature damage type.

Grimoire Colors: Weiss (White), Noir (Black), Rubrum (Red), Morea (Violet), Rosa (Pink), Zíša (Orange), Verde (Green)

Grimoire Traits


  • Ability Score Increase. Your Intelligence, Wisdom, or Charisma score increases by 2.
  • Type. Construct
  • Age. Grimoires are created objects, and as such, they do not age.
  • Alignment. Grimoires themselves do not tend toward any specific alignment.
  • Size. While any librarian could tell you that books come in all shapes and sizes, Grimoires are usually 1 foot tall. Your size is Small.
  • Speed. You have a hover speed of 20 ft, but can balance yourself on your bindings to "walk" at a speed of 5 ft on the ground.
  • Class Restriction. As a Grimoire, you may only take the Sealed Verses Sorcerer subclass.
  • Arcane Resilience. Your magical status as a sentient object affords you a few perks, represented by the following benefits:
  • You have immunity to poison damage and the poisoned condition, and are immune to disease.
  • You don't need to eat, drink, or breathe.
  • You don't need to sleep, and magic can't put you to sleep. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.
  • You cannot get wet, and being submerged in water does not damage you, unless you are dormant. Water runs off of your pages cleanly with no residue or molding.

Unbound

Lure of the Magi. With nobody at your side to call a companion, you lie inactive and unassuming. An Identify spell cast on you would reveal you are a Legendary magic item with a strong Transmutation aura. You cannot cast spells, move of your own volition, defend yourself in any way, or communicate outside of the below mentioned.

If a creature with a minimum Intelligence score of 3 is within a day's travel of you while you're inactive, their dreams are filled with visions of great power and flashes of your location. If within an hour's travel, you can communicate directly to members of the party in short dreams and visions.

Creatures within 30 ft. of you sometimes hear strange whispers inside their minds.

While in this state, you have an AC of 11 and total object HP equal to your proficiency modifier. When these are reduced to 0, you are destroyed permanently.

Bound

Pact of Binding. In order to realize your full potential, you need to bind yourself to another sentient creature, granting one another great power.

In a manner similar to attunement, the tome judges its potential partner. The two must meditate together during a short rest in order to become bound. You do not count as an attuned magic item for the bound character. When a grimoire is bound, it gains these traits:

  • Movement
  • External communication (Telepathic up to 300 ft., but is optionally selective up to 120 ft. between individuals.)
  • Spellcasting
  • Any spell you cast with the range of Self can instead be applied to the bound creature out to a maximum of 60 ft., such as the Shield spell. Any material components that have a listed gold value, or special need within a spell can be instead provided or carried by the bound creature as if you supplied them yourself.

No matter the distance between you both, you will receive an equal portion of all experience gained by the bound character, at the cost of being able to earn your own. You can only be bound to a single creature at any time. Both parties can break the bind at any time, should it be deemed necessary. If you fall unconscious, you make Death saving throws as normal or be unbound, rather than perish. If the damage you take is enough to kill you outright, you are unbound from your partner and fall to the ground, dormant once more, in your space.


"Only" a Book. As you are a previously inanimate object, you cannot perform most actions that others around you might, such as open a door, attack with a weapon, or even simply mouth words. Your mental stats and Constitution are rolled normally during character creation, but your Strength and Dexterity default to 1 and cannot be raised in any way.

For the purpose of saving throws, initiative, and AC, choose Charisma, Intelligence, or Wisdom and substitute it in place of both Strength and Dexterity.

In addition to this, you lack attunement slots that a normal creature bears. Instead, much like a Warlock can assimilate a magic weapon into his pact weapon, you have the ability to merge a single spellcasting focus, such as a talisman or staff, into your form over a short rest, gaining its benefits.


Justified Constitution. As a floating bundle of pages, you simply can't use traditional armor. Instead, you calculate your AC by using this formula: 10 + (Intelligence, Wisdom, or Charisma) + half your Proficiency Bonus rounded up

Sorcerous Origin: Sealed Verses

When a Grimoire is created, they are birthed with a unique affinity to the arcane. A spellbook come to life, you are literally ingrained with immeasurable amounts of knowledge and ancient spellrites--all of it useless without someone to be bound to, however.

As a Grimoire, you excel in both aiding your companion and bringing harm to those who would stand in your path. In your trials and growth together you will learn to unlock more of the knowledge of how to harness the awe-inspiring, potentially cataclysmic Sealed Verses.

Color-Coded Casting

Grimoires specialize in a certain magical damage type, but it is an important distinction to know that this table is only a recommendation. Use your own discretion to pick your favorite color!

Color Damage Type
Red Fire
Orange Acid
Yellow Thunder
Green Poison
Blue Cold
Indigo Lightning
Violet Psychic
Black Necrotic
White Radiant

Paradisiacal Lexicography

Your innate connection to the primordial origins of magic affords you great boons. Instead of only Charisma, you may choose to use your choice of Intelligence, Wisdom, or Charisma as your Spellcasting modifier for this class. You double your proficiency bonus when making Arcana and History checks.

In addition, when your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from either the sorcerer spell list or the list detailed at the end of this document. You must otherwise obey all the restrictions for the spell, and it becomes a sorcerer spell for you.

Spell Recombination

Starting at 1st level, your growing mastery over the arcane allows you to rewrite spells as you cast them.

Up to a number of times equal to your Proficiency modifier each long rest, you can swap out the magical damage type of a spell with your own specific damage type. At 14th level, you can use this ability indefinitely.

Mightier than the Sword

At 6th level, as an action, you can spend any number of your own Hit Dice to grant increased resilience to your partner. The total number rolled on the Hit Dice is added as HP to the bound creature. If this would cause the maximum HP to be met, or they were already at full health, the excess can be taken as temporary hit points. This ability works in reverse, as well.

Bloodstained Pages

You refuse death. Beginning at 14th level, upon falling to 0 HP you can force the bound character to receive up to 1d4 psychic damage per your level, which is then leeched into you, keeping you active. If the bound character is knocked unconscious by this feat, the ability fails. You can activate this ability once per long rest.

"Words Are Power."

Beginning at 18th level, the maximum number of spell slots you have for each spell level increases by 1.

Additional Spells List

Spell Level Spell
Cantrips Eldritch Blast, Produce Flame, Thaumaturgy, Vicious Mockery
1st Armor of Agathys, Command, Compelled Duel, Hellish Rebuke, Identify, Shield of Faith, Zephyr Strike
2nd Augury, Flame Blade, Silence, Spike Growth, Spiritual Weapon
3rd Call Lightning, Crusader's Mantle, Elemental Weapon, Glyph of Warding, Pulse Wave, Sending, Spirit Guardians
4th Divination, Elemental Bane, Evard's Black Tentacles, Fire Shield, Gravity Sinkhole, Staggering Smite
5th Bigby's Hand, Circle of Power, Contagion, Danse Macabre, Destructive Wave, Geas, Holy Weapon, Legend Lore, Steel Wind Strike, Wall of Force
6th Flesh to Stone, Guards and Wards, Primordial Ward, Wall of Ice
7th Divine Word
8th Control Weather, Dark Star, Feeblemind, Maddening Darkness, Reality Break
9th Foresight, Prismatic Wall, Shape Change, Time Ravage
Credits
  • Advice and encouragement by The Fuckin' Internet
  • This brew was made by u/MusketGolfer
  • Cover of Grimoire Weiss by Square-Enix, character from NieR.
  • Made with GMBinder
 

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